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Full Version: Need help on the inventory texts and door texts!
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So. My extra_english.lang has everything correct I think, but I still cant see the mementoes, notes, key text, door text etc.

Here's my extra_english.lang



<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">In this custom story you play as Joshua Hopkins, an old slave. You wake up in a room, remembering nothing from last night. You will find out that something is beginning to grow. You must stop it and get out of here. Good luck, hope you enjoy! -Esteban and Bundle of TerrorsEnd</Entry>
</CATEGORY>

<CATEGORY Name="Journal">
<Entry Name="kiisseli_Name">For you strange sir.</Entry>
<Entry Name="kiisseli_Text">I found you wandering around the woods drunk which IS NOT recommended since the weird monsters.. -Sir Esteban</Entry>
<Entry Name="NoteLetter_Name">Ritual.</Entry>
<Entry Name="NoteLetter_Text">I have finally completed this ritual.. Sir Esteban doesn't even know I'm here to do evil.. and I really mean evil things! *Evil laugh* I will destroy the whole world!</Entry>
</CATEGORY>

<CATEGORY Name="level_cellar_1"
<Entry Name="level_cellar_1">This door is locked. A key is required to open it!</Entry>
</CATEGORY>

<CATEGORY Name="Inventory"
<Entry Name="ItemName_Cellarkey">Cellar key</Entry>
<Entry Name="ItemDesc_Cellarkey">Key used for Cellar door</Entry>
</CATEGORY>

<CATEGORY Name="Inventory"
<Entry Name="ItemName_Trollkey">Trollkey</Entry>
<Entry Name="ItemDesc_Trollkey">Trollkey</Entry>
</CATEGORY>
</LANGUAGE>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_Cellarkey">Cellar key</Entry>
<Entry Name="ItemDesc_Cellarkey">Key used for Cellar door</Entry>
<Entry Name="ItemName_Trollkey">Trollkey</Entry>
<Entry Name="ItemDesc_Trollkey">Trollkey</Entry>
</CATEGORY>

You had two Inventory categories for some reason.
You were also missing the > after "Inventory"
(06-26-2012, 11:48 PM)Obliviator27 Wrote: [ -> ]Cellar key
Key used for Cellar door
Trollkey
Trollkey


You had two Inventory categories for some reason.
You were also missing the > after "Inventory"

Did it, doesn't work
Whoop. Missed it the first time.
You're also missing the > after "level_cellar_1".
(06-27-2012, 12:03 AM)Obliviator27 Wrote: [ -> ]Whoop. Missed it the first time.
You're also missing the > after "level_cellar_1".


Everything else works but the mementoes and note texts :/

Oh and a new error here:
I can't get the key working for a level door
You need to have it as
<Entry Name="Note_NOTE TEXT NAME HERE_Name">

And make sure you use SetLevelDoorLocked as opposed to SetSwingDoorLocked.

If that's not the issue, then there's probably a naming problem in your level editor.
(06-27-2012, 12:18 AM)Obliviator27 Wrote: [ -> ]You need to have it as


And make sure you use SetLevelDoorLocked as opposed to SetSwingDoorLocked.

If that's not the issue, then there's probably a naming problem in your level editor.


error: No matching signatures to 'SetLevelDoorLocked(string@&, const bool, const bool)'
It's not the same as a level door.
SetLevelDoorLocked(string& asName, bool abLocked);

It's dangerous to script alone. Take this!
http://wiki.frictionalgames.com/hpl2/amn..._functions
void OnEnter()
{
AddUseItemCallback("", "cellarkey", "level_cellar_1", "KeyOnDoor", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("level_cellar_1", true);
PlaySoundAtEntity("", "unlock_door", "level_cellar_1", 1, false);
RemoveItem("cellarkey");
}

I have it like this and it doesn't work.
Also I got the notes working.
You'll have to specify what doesn't work.
As far as your script goes, you're telling the door to lock. Use false instead of true.
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